Using the information contained withing the .pak files for the game, this guide extrapolates out what mixing ingredients do what and reveals data points which can then be used to help you make the ultimate product. Also contains the information for raw products as well! This is not a guide on how to actually mix products at a worktable. If you do not understand how to do this I recommend you play the game more of watch some YouTube videos.

Complete Guide to Ingredients

What Is This Guide

This guide is not on how to mix.

If you do not know how to actually mix, how to use the equipment, and etc then I recommend you play around with the game more and/or watch some YouTube videos.

This guide will not tell you what to mix!

There are many, many ways to reach a good thing here... or a deadly one. This guide (and myself) cannot tell you "What will happen if I add X to Y and then combine with Z." The information herein is to help you make more educated choices when you are trying out new mixes, but cannot tell you what the absolute-set-in-stone-amen-goodnight right and wrongs are. This guide will give you the numbers, but it won't be able to tell you what numbers your clients want to see and don't want to see without you doing some trial and error. You want safe potency that isn't toxic while being of high quality and good addiction properties for the return business. How you get there is up to you!

This guide utilizes the .pak files of the game in order to extrapolate out what the different available mixing ingredients actually do so that you can better make your ultimate mix!

Now onto what you are here for:

A list of mixing ingredients and their applicable numbers.

Baking Soda (The other side of sugar, stretches the product while reducing it's potency)

toxicity = 0.0

strength = 0.0

mixStrengthening = 0.9

addictiveness = 0.0

Washing powder (Least toxic of the strength-increasers but very inefficient)

toxicity = 9.0

strength = 0.0

mixStrengthening = 1.1

addictiveness = 0.0

Ibuprofen (Good early game addiction assist, mind the toxicity)

toxicity = 12.0

strength = 2.0

mixStrengthening = 1.25

addictiveness = 1.0

Acethone (The most toxic of all ingredients. Also the most powerful strengthening)

toxicity = 25.0

strength = 4.0

mixStrengthening = 3.0

addictiveness = 1.0

Salt

toxicity = 2.0

strength = 0.5

mixStrengthening = 1.0

addictiveness = 0.0

Sugar (Sugar stretches the product but doesn't weaken it, instead making it more toxic)

toxicity = 1.3

strength = 0.0

mixStrengthening = 1.0

addictiveness = 0.0

Paracetamol

toxicity = 12.0

strength = 3.0

mixStrengthening = 1.3

addictiveness = 4.0

Viagra (The most addictive of all ingredients)

toxicity = 3.0

strength = 2.0

mixStrengthening = 1.6

addictiveness = 7.0

Nebilanex

toxicity = 15.0

strength = 2.0

mixStrengthening = 2.0

addictiveness = 1.4

A List of Raw Products and Their Applicable Numbers

Marihuana

toxicity = 0.5

strength = 2.0

mixStrengthening = 1.0

addictiveness = 0.8

Note: I have yet to find any reason to mix anything with the above as it always seems to result in a bad product... kinda like what you would expect from you know... a simulator. This may change when more green-related stuff is added to the game down the line which devs have said is coming (like self-growing)

Amphetamine

Toxicity = 4.0

strength = 2.5

mixStrengthening = 1.6

addictiveness = 1.7

Ecstasy

Toxicity = 3.5

strength = 2.0

mixStrengthening = 1.3

addictiveness = 1.3

Crystal Meth

toxicity = 5.5

strength = 3.0

mixStrengthening = 2.4

addictiveness = 3.0

Cocaine

toxicity = 5.0

strength = 4.0

mixStrengthening = 2.0

addictiveness = 3.0

Heroin

toxicity = 6.0

strength = 4.0

mixStrengthening = 3.0

addictiveness = 4.5

Fentanyl (Think of this more as a drug-mixing-ingredient more than a raw product)

toxicity = 18.0

strength = 6.0

mixStrengthening = 3.0

addictiveness = 9.0

What This Tells Us, and What It Doesn't

We can assume that toxicity is just that -- how dangerous the final product will be and how much each ingredient contributes to this. Note that the most dangerous of the mixing ingredients are also the ones that most greatly increase the potency of the final product! A product that is too toxic can and will kill your clients, and lose your respect.

Strength vs mixStrengthening is a little more confusing. It would seem that strength is related to how strong the effects of the individual ingredient is, and thus how much these additional effects add to the overall quality of the end product. For example Ibuprofen is a pain reliever with a strength of 2.0 reflecting how strong said pain relief actually is. Fentanyl is an extremely strong pain killer that can help with quality (strength 6.0) and addictiveness (9.0) but at the same time is very toxic and can be dangerous -- it can also be outright deadly if you were to use straight. Things like baking soda and sugar have no side effects and as such have a strength of 0.0 thus won't affect the quality (other than lowering the potency from being mixed-in in the first place, though again some drugs will need a lower potency to not be deadly (a 10-toxic level drug at 50% potency will be closer to 5-toxic assuming you didn't add something else toxic to lower the potency)).

mixStrengthening either increases or reduces the final potency of the end mixed product (outside of what stretching the product from mixing other stuff in already does); values less than 1.0 lower this and values higher than 1.0 will raise the end potency. For some stuff you want to lower the potency or it can be dangerous and for other stuff you want to raise it or it won't achieve the desired effects from and on your clients. Lower potency can mean lower quality for some stuff, which can be offset by adding stuff which has it's own unique effects (those with strength scores). Cutting a raw product will always lower it's potency, however mixStrength stats help to mitigate (or increase) this effect.

Addictiveness is straight forward and is just like it sounds -- how much an ingredient does or does not contribute to... return business. This is something you always want to try and keep high without adding too much to the toxic levels of the end product.

TLDR

You want to keep toxic stats low, strength stats high, addictive stat high, and you need to adjust your mixStrength either high/low/neutral depending on what main product your are cutting/mixing in the first place (remember you are mixing stuff here so having a high mixStrength doesn't mean potency isn't going to drop, just not as much). Some stuff is dangerous if too potent, other stuff will be considered garbage if too low. The base toxic levels of the raw materials is a good starting place to gauge what to do.

The Appendix: Proven Mix-Recipes

This section contains mix-breakdowns which have positive results. They may not be the best possible outcome, you may have different results, and your mileage may vary.

BluAmp

10g Amp + 2g sugar + 1g Ibuprofen. Makes a good early game mix that helps get you your first regular clients and won't cause any issues, while also getting you some extra grams out of your products. I still use this recipe in the game.